This commit is contained in:
libccy 2017-11-23 01:22:58 +08:00
parent b4784aa0c9
commit 25537f676e
12 changed files with 603 additions and 6 deletions

View File

@ -3,7 +3,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'diy',
connect:true,
connectBanned:['diy_tianyu','diy_yangyi','diy_lukang','ns_huamulan'],
connectBanned:['diy_tianyu','diy_yangyi','diy_lukang','ns_huamulan','ns_yuji'],
character:{
// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
// diy_hanlong:['male','wei',4,['siji','ciqiu']],
@ -43,7 +43,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ns_wenchou:['male','qun',2,['nsguanyong','dualside'],['unseen']],
ns_caocao:['male','wei',4,['nscaiyi','nsgefa','nshaoling']],
ns_zhugeliang:['male','shu',3,['nsguanxing','kongcheng','nsxingyun']],
ns_caocaosp:['male','wei',3,['nsjianxiong','nsxionglue']],
ns_zhugeliang:['male','shu',3,['nsguanxing','kongcheng','nsyunxing']],
ns_wangyue:['male','qun',4,['nsjianshu','nscangjian']],
ns_yuji:['male','qun',3,['nsyaowang','nshuanhuo']],
ns_xinxianying:['female','wei',3,['nsdongcha','nscaijian','nsgongjian']],
// ns_guanlu:['male','wei',3,[]],
// ns_simazhao:['male','wei',3,[]],
// ns_sunjian:['male','wei',3,[]],
},
characterIntro:{
diy_feishi:'字公举,生卒年不详,益州犍为郡南安县(今四川省乐山市)人。刘璋占据益州时,以费诗为绵竹县县令。刘备进攻刘璋夺取益州,费诗举城而降,后受拜督军从事,转任牂牁郡太守,再为州前部司马。',
@ -59,6 +66,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ns_zuoci:'#bskystarwuwei',
ns_lvzhi:'#bskystarwuwei',
ns_wangyun:'#rSukincen',
ns_guanlu:'#rSukincen',
ns_nanhua:'#g戒除联盟',
ns_huamulan:'#p哎别管我是谁',
ns_jinke:'#p哎别管我是谁',
@ -66,13 +74,489 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ns_yanliang:'#r橙续缘',
ns_wenchou:'#r橙续缘',
ns_caocao:'#r一瞬间遗忘',
ns_caocaosp:'#g希望教主',
ns_zhugeliang:'#p死不死什么的',
ns_xinxianying:'#b扶苏公子',
ns_wangyue:'#p废城君',
ns_sunjian:'#b兔子两只2',
ns_yuji:'#g蔚屿凉音',
},
perfectPair:{
yuji:['zuoci']
},
skill:{
nsgongjian:{
trigger:{player:'phaseDiscardEnd'},
forced:true,
filter:function(event,player){
if(event.cards&&event.cards.length>0){
return game.hasPlayer(function(current){
return current.hp>player.hp;
});
}
return false;
},
content:function(){
'step 0'
player.chooseTarget('恭俭:将置的牌交给一名体力值大于你的角色',function(card,player,target){
return target.hp>player.hp;
}).set('ai',function(target){
return get.attitude(_status.event.player,target)/Math.sqrt(target.countCards('h')+1);
});
'step 1'
if(result.bool){
player.line(result.targets,'green');
result.targets[0].gain(trigger.cards,'gain2');
}
},
},
nscaijian:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
var nh=player.countCards('h');
return nh&&nh<=player.maxHp;
},
content:function(){
'step 0'
player.showHandcards();
event.num=player.countCards('h');
'step 1'
player.directgain(get.cards(event.num));
player.chooseCard('将'+get.cnNumber(event.num)+'张手牌以按顺序置于牌堆顶(先选择的在上)',event.num,true).set('ai',function(card){
return -get.value(card);
});
'step 2'
if(result.bool){
player.lose(result.cards,ui.special)._triggered=null;
event.cards=result.cards.slice(0);
}
else{
event.finish();
}
'step 3'
if(player==game.me&&_status.auto){
game.delay();
}
'step 4'
while(event.cards.length){
var current=event.cards.pop();
current.fix();
ui.cardPile.insertBefore(current,ui.cardPile.firstChild);
}
},
ai:{
order:10,
result:{
player:1
}
}
},
nsdongcha:{
trigger:{player:'damageBefore'},
forced:true,
priority:15,
filter:function(event,player){
if(get.type(event.card,'trick')=='trick'){
if(event.getParent(2).name=='useCard'){
return event.getParent(2).targets.length==1;
}
return true;
}
return false;
},
content:function(){
trigger.cancel();
},
ai:{
notrick:true,
effect:{
target:function(card,player,target,current){
if(get.type(card)=='trick'&&get.tag(card,'damage')&&!get.tag(card,'multitarget')){
return 'zeroplayertarget';
}
}
}
},
group:'nsdongcha_cancel',
subSkill:{
cancel:{
trigger:{target:'useCardToAfter'},
silent:true,
filter:function(event,player){
return get.type(event.card,'trick')=='trick'&&_status.currentPhase==event.player&&event.player!=player;
},
content:function(){
player.addTempSkill('nsdongcha_disable');
}
},
disable:{
trigger:{target:'useCardToBefore'},
forced:true,
priority:15,
onremove:true,
filter:function(event,player){
return (event.player==_status.currentPhase&&get.type(event.card,'trick')=='trick');
},
content:function(){
trigger.cancel();
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card,'trick')=='trick'&&_status.currentPhase==player) return 'zeroplayertarget';
}
}
}
}
}
},
nsjianxiong:{
trigger:{target:'useCardToBefore'},
direct:true,
content:function(){
'step 0'
player.chooseToUse(get.prompt('nsjianxiong',trigger.player),trigger.player,-1);
'step 1'
if(event.damaged){
trigger.cancel();
if(get.color(trigger.card)=='black'){
player.draw();
}
}
},
subSkill:{
damage:{
trigger:{source:'damageAfter'},
silent:true,
filter:function(event,player){
return event.getParent(4).name=='nsjianxiong';
},
content:function(){
trigger.getParent(4).damaged=true;
}
}
},
group:'nsjianxiong_damage',
ai:{
effect:{
player:function(card,player,target){
if(_status.currentPhase!=player) return;
if(get.tag(card,'damage')&&!player.needsToDiscard(1)&&target.hp>1){
return 'zeroplayertarget';
}
}
}
}
},
nsxionglue:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h',{color:'black'});
},
check:function(card){
return 7-get.value(card);
},
filterCard:{color:'black'},
content:function(){
'step 0'
var list=get.inpile('trick');
list=list.randomGets(3);
for(var i=0;i<list.length;i++){
list[i]=['锦囊','',list[i]];
}
var dialog=ui.create.dialog('选择一张锦囊牌加入你的手牌',[list,'vcard'],'hidden');
player.chooseButton(dialog,true).set('ai',function(button){
var card={name:button.link[2]};
var value=get.value(card);
return value;
});
'step 1'
if(result.bool){
player.gain(game.createCard(result.buttons[0].link[2]),'draw');
}
},
ai:{
order:9,
result:{
player:1
}
}
},
nshuanhuo:{
trigger:{player:['loseHpAfter','damageAfter']},
filter:function(event,player){
if(game.countPlayer(function(current){
return current!=player&&!current.isUnseen(2);
})<2) return false;
if(event.name=='damage') return event.num>1;
return true;
},
direct:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
'step 0'
player.chooseTarget(2,get.prompt2('nshuanhuo'),function(card,player,target){
return target!=player&&!target.isUnseen(2);
}).set('ai',function(target){
var att=get.attitude(player,target);
if(ui.selected.targets.length){
if(att<0){
return get.rank(target,true)-get.rank(ui.selected.targets[0],true);
}
}
else{
if(att>=0){
return 1/(1+get.rank(target,true));
}
}
return 0;
});
'step 1'
if(result.bool){
player.logSkill('nshuanhuo',result.targets);
}
else{
event.finish();
}
'step 2'
var name1=result.targets[0].name;
var name2=result.targets[1].name;
result.targets[0].reinit(name1,name2,false);
result.targets[1].reinit(name2,name1,false);
}
},
nsyaowang:{
trigger:{player:'phaseBegin'},
direct:true,
group:'tianshu_remove',
createDialog:function(player,target,onlylist){
var names=[];
var list=[];
if(target.name&&!target.isUnseen(0)) names.add(target.name);
if(target.name1&&!target.isUnseen(0)) names.add(target.name1);
if(target.name2&&!target.isUnseen(1)) names.add(target.name2);
var pss=player.getSkills();
for(var i=0;i<names.length;i++){
var info=lib.character[names[i]];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&
!pss.contains(skills[j])){
list.push(skills[j]);
}
}
}
}
if(onlylist) return list;
var dialog=ui.create.dialog('forcebutton');
dialog.add('选择获得一项技能');
_status.event.list=list;
var clickItem=function(){
_status.event._result=this.link;
game.resume();
};
for(i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']){
var translation=get.translation(list[i]);
if(translation[0]=='新'&&translation.length==3){
translation=translation.slice(1,3);
}
else{
translation=translation.slice(0,2);
}
var item=dialog.add('<div class="popup pointerdiv" style="width:80%;display:inline-block"><div class="skill">【'+
translation+'】</div><div>'+lib.translate[list[i]+'_info']+'</div></div>');
item.firstChild.addEventListener('click',clickItem);
item.firstChild.link=list[i];
}
}
dialog.add(ui.create.div('.placeholder'));
return dialog;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('nsyaowang'),function(card,player,target){
var names=[];
if(target.name&&!target.isUnseen(0)) names.add(target.name);
if(target.name1&&!target.isUnseen(0)) names.add(target.name1);
if(target.name2&&!target.isUnseen(1)) names.add(target.name2);
var pss=player.getSkills();
for(var i=0;i<names.length;i++){
var info=lib.character[names[i]];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&!pss.contains(skills[j])){
return true;
}
}
}
return false;
}
}).set('ai',function(target){
if(get.attitude(_status.event.player,target)>0) return Math.random();
return 0;
});
'step 1'
if(result.bool){
event.target=result.targets[0];
player.logSkill('nsyaowang',event.target);
}
else{
event.finish();
}
'step 2'
event.skillai=function(list){
return get.max(list,get.skillRank,'item');
};
if(event.isMine()){
event.dialog=lib.skill.tianshu.createDialog(player,target);
event.switchToAuto=function(){
event._result=event.skillai(event.list);
game.resume();
};
_status.imchoosing=true;
game.pause();
}
else{
event._result=event.skillai(lib.skill.nsyaowang.createDialog(player,target,true));
}
'step 3'
_status.imchoosing=false;
if(event.dialog){
event.dialog.close();
}
player.addTempSkill(result);
player.popup(result);
game.log(player,'获得了','【'+get.translation(result)+'】');
var names=[];
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
names.add(game.players[i].name);
names.add(game.players[i].name1);
names.add(game.players[i].name2);
}
var list=get.gainableSkills(function(info,skill,name){
if(names.contains(name)) return false;
return true;
});
var skill=list.randomGet();
target.popup(skill);
target.addTempSkill(skill,{player:'phaseAfter'});
game.log(target,'获得了','【'+get.translation(skill)+'】');
}
},
nsjianshu:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return !event.directHit&&player.getEquip(1);
},
priority:-1,
content:function(){
if(typeof trigger.shanRequired=='number'){
trigger.shanRequired++;
}
else{
trigger.shanRequired=2;
}
}
},
nscangjian:{
trigger:{source:'damageEnd'},
direct:true,
filter:function(event){
return event.player.isIn()&&event.player.countCards('e');
},
content:function(){
player.gainPlayerCard(trigger.player,'e',get.prompt('nscangjian',trigger.player)).logSkill=['nscangjian',trigger.player];
}
},
nsyunxing:{
trigger:{global:'dieAfter'},
forced:true,
check:function(event,player){
return event.player.group=='wei'||(event.player.group=='wu'&&player.hp==1);
},
filter:function(event,player){
return ['wei','shu','wu','qun'].contains(event.player.group);
},
content:function(){
'step 0'
switch(trigger.player.group){
case 'wei':player.draw();break;
case 'shu':player.loseHp();break;
case 'wu':player.recover();break;
case 'qun':{
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
var evt=_status.event.getParent('phase');
if(evt&&evt.name=='phase'){
evt.finish();
}
break;
}
}
if(trigger.player.group!='wei'||!game.hasPlayer(function(current){
return current.countCards('h');
})){
event.finish();
}
'step 1'
player.chooseTarget('弃置一名角色的一张手牌',true,function(card,player,target){
return target.countCards('h');
}).set('ai',function(target){
if(target.hasSkillTag('noh')) return 0;
return -get.attitude(_status.event.player,target);
});
'step 2'
if(result.bool){
var target=result.targets[0];
player.discardPlayerCard(target,true,'h');
player.line(target,'green');
}
},
group:'nsyunxing_self',
subSkill:{
self:{
trigger:{player:'dieBegin'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('nsyunxing'),function(card,player,target){
return target!=player;
}).set('prompt2','令一名其他角色翻面').set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(target.isTurnedOver()){
if(att>2){
return att*2;
}
else{
return att;
}
}
else{
return -att;
}
});
'step 1'
if(result.bool){
player.logSkill('nsyunxing',result.targets);
result.targets[0].turnOver();
}
}
}
}
},
nsguanxing:{
trigger:{player:'phaseBegin'},
forced:true,
@ -2546,7 +3030,38 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ns_caocao:'曹操',
ns_zhugeliang:'诸葛亮',
ns_wangyue:'王越',
ns_yuji:'于吉',
ns_caocaosp:'sp曹操',
ns_xinxianying:'辛宪英',
ns_sunjian:'孙坚',
nshunyou:'魂佑',
nshunyou_info:'每回合一次弃置一张基本牌获得弃牌堆底的一张装备牌和一张锦囊牌然后你可以将那张装备牌装备给任意角色允许替换。如果弃牌堆没有装备以及锦囊牌则改为摸X张牌X为损失的体力加一最多3张',
nswulie:'武烈',
nswulie_info:'限定回合开始你可以失去1体力上限从弃牌堆选择最多三张牌以任意顺序放置于牌堆顶。如此此回合的结束阶段你可以失去一体力上限也可以如此做',
nscangxi:'藏玺',
nscangxi_info:'主公技其他吴势力的弃牌阶段结束时若弃置了至少X张牌X为主公以外的错过的吴势力角色其可以选择判定若是黑色则其选择一项1令主公摸一张并且展示直到主公的回合开始或者进入濒死以前主公不可以使用打出此花色的牌2主公手牌上限永久加一每名角色只能使得主公手牌上限增加一。3额外弃置一张牌令主公获得本回合进入弃牌堆的一张牌',
nsdongcha:'洞察',
nsdongcha_info:'锁定技,单体锦囊牌无法对你造成伤害。其它角色于其回合内第二次使用锦囊牌指定你为目标时,取消之',
nscaijian:'才鉴',
nscaijian_info:'出牌阶段限一次,若你的手牌数不大于你的体力上限,则你可以展示你的手牌,观看牌堆顶相同数量的牌并以任意方式交换之',
nsgongjian:'恭俭',
nsgongjian_info:'锁定技,弃牌阶段,你须将弃牌交给一名体力值大于你的其它角色',
nsjianxiong:'奸雄',
nsjianxiong_info:'当你成为一名角色牌的目标后你可以对该角色使用一张牌,若此牌对其造成伤害,则该角色的牌失效。若失效的为黑色牌,则你摸一张牌',
nsxionglue:'雄略',
nsxionglue_info:'出牌阶段限一次,你可以弃置一张黑色手牌,然后从随机亮出的三张锦囊牌中选择一张加入手牌',
nsyaowang:'妖妄',
nsyaowang_info:'回合开始阶段你可以选择一名角色然后获得其其中一项技能直到回合结束,然后该角色随机获得一项未上场武将的其中一项技能直到其回合结束',
nshuanhuo:'幻惑',
nshuanhuo_info:'每当你流失一点体力或受到一次大于2的伤害时你可以交换除你之外的两名角色的武将牌体力及体力上限不变',
nsjianshu:'剑术',
nsjianshu_info:'锁定技:每当你的装备区有武器时,你使用【杀】指定一个目标后,该角色需要依次使用两张【闪】才能抵消此【杀】',
nscangjian:'藏剑',
nscangjian_info:'每当你对一名角色造成伤害,你可以获得其装备区一张牌',
nsyunxing:'陨星',
nsyunxing_info:'锁定技,当场上一名角色死亡,若为蜀,你失去一点体力;若为吴,你回复一点体力;若为魏,你摸一张牌并弃置一名角色的手牌;若为群,你强制结束当前回合;若为你,你可以使一名角色翻面',
nsguanxing:'观星',
nsguanxing_info:'锁定技准备阶段你观看牌堆的X张牌(X为场上存活人数)并且任意移动Y张牌(Y为你当前体力值)',
nscaiyi:'猜疑',

View File

@ -120,6 +120,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
// hs_aerfusi:['male','qun',4,['hstianqi']],
// hs_baiguyoulong:['male','qun',4,['hstianqi']],
hs_yangyanwageli:['female','qun',3,['hspuzhao','hsyanxin']],
hs_aiqinvyao:['famale','qun',4,['nsaiqi','nsbeiming']],
},
characterIntro:{
hs_jaina:'戴林·普罗德摩尔之女。 在吉安娜成年早期,她致力于阻止将引发第三次战争的天灾瘟疫传播,当战况加剧后,吉安娜获得了新部落大酋长萨尔的信任,成为团结艾泽拉斯各族携手对抗燃烧军团的关键人物。当战争结束后,吉安娜管理着塞拉摩岛,致力于促进部落与联盟间的关系。吉安娜的和平立场与性格在接任萨尔成为部落大酋长的加尔鲁什·地狱咆哮以一颗魔法炸弹夷平塞拉摩后改变了。身为肯瑞托的新领袖,她拥有让加尔鲁什为他酿成的惨剧付出血的代价的权力与决心。',
@ -193,6 +195,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
hs_shaku:'艾雅曾调查过沙库尔,看看他有没有私藏了什么好东西。',
hs_laxiao:'什么?身为死亡之翼的儿子,拉西奥居然不是龙牌?你似乎知道的太多了…',
},
characterTitle:{
hs_aiqinvyao:'#bSnonamekill'
},
perfectPair:{
hs_sthrall:['hs_totemic','hs_alakir','hs_neptulon','hs_yngvar'],
hs_anduin:['hs_wvelen','hs_mijiaojisi'],
@ -200,6 +205,57 @@ game.import('character',function(lib,game,ui,get,ai,_status){
hs_malfurion:['hs_malorne'],
},
skill:{
nsaiqi:{
trigger:{player:'useCard'},
forced:true,
init:function(player){
player.storage.nsaiqi=[];
},
intro:{
content:'cards'
},
filter:function(event,player){
if(ui.cardPile.firstChild&&ui.cardPile.firstChild.vanishtag.contains('nsaiqi')){
return false;
}
return true;
},
onremove:'lose',
content:function(){
var cards=get.cards(3);
for(var i=0;i<cards.length;i++){
cards[i].vanishtag.add('nsaiqi');
}
player.storage.nsaiqi.addArray(cards);
player.syncStorage('nsaiqi');
player.markSkill('nsaiqi');
},
mod:{
maxHandcard:function(player,num){
return num+1;
}
}
},
nsbeiming:{
trigger:{player:'nsaiqiAfter'},
forced:true,
filter:function(event,player){
return player.storage.nsaiqi.length>=9;
},
content:function(){
'step 0'
player.draw();
'step 1'
player.chooseCardButton(player.storage.nsaiqi,true,'将顺序将牌置于牌堆顶(先选择的在上)',player.storage.nsaiqi.length);
'step 2'
var list=result.links.slice(0);
while(list.length){
ui.cardPile.insertBefore(list.pop(),ui.cardPile.firstChild);
}
player.storage.nsaiqi.length=0;
player.unmarkSkill('nsaiqi');
}
},
hsnitai:{
trigger:{player:'phaseUseBegin'},
forced:true,
@ -7878,7 +7934,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
hs_aerfusi:'阿尔福斯',
hs_baiguyoulong:'白骨幼龙',
hs_yangyanwageli:'阳焰瓦格里',
hs_aiqinvyao:'哀泣女妖',
nsaiqi:'哀泣',
nsaiqi_info:'锁定技每当你使用一张牌你移除牌堆顶的3张牌你的手牌上限始终+1',
nsbeiming:'悲鸣',
nsbeiming_info:'锁定技当你移除的牌不少于9张时你摸一张牌然后将移除的牌以任意顺序置于牌堆顶当被移除过的牌在牌堆顶时洗牌后重置你的不能发动【哀泣】移除牌',
hstianqi_dalian:'达里安',
hstianqi_dalian_info:'每当你造成一次伤害,你回复等量的体力',
hstianqi_shali:'莎莉',

View File

@ -438,6 +438,7 @@ window.noname_asset_list=[
'image/character/heiwuchang.jpg',
'image/character/heqi.jpg',
'image/character/hetaihou.jpg',
'image/character/hs_aiqinvyao.jpg',
'image/character/hs_alakir.jpg',
'image/character/hs_alextrasza.jpg',
'image/character/hs_alleria.jpg',
@ -624,6 +625,15 @@ window.noname_asset_list=[
'image/character/ns_jinke.jpg',
'image/character/ns_yanliang.jpg',
'image/character/ns_wenchou.jpg',
'image/character/ns_caocao.jpg',
'image/character/ns_caocaosp.jpg',
'image/character/ns_zhugeliang.jpg',
'image/character/ns_wangyue.jpg',
'image/character/ns_yuji.jpg',
'image/character/ns_xinxianying.jpg',
'image/character/ns_guanlu.jpg',
// 'image/character/ns_simazhao.jpg',
'image/character/ns_sunjian.jpg',
'image/character/old_caoxiu.jpg',
'image/character/old_caozhen.jpg',
'image/character/old_huaxiong.jpg',

View File

@ -2652,6 +2652,12 @@
else{
map.show_handcardbutton.hide();
}
if(lib.config.touchscreen){
map.pop_logv.hide();
}
else{
map.pop_logv.show();
}
if(lib.device){
if(lib.device=='android'){
map.show_statusbar_android.show();
@ -2755,6 +2761,11 @@
}
}
},
pop_logv:{
name:'自动弹出记录',
init:false,
unfrequent:true
},
show_log:{
name:'历史记录栏',
init:'off',
@ -28727,7 +28738,7 @@
}
else{
// node.addEventListener('mouseenter',ui.click.intro);
node.addEventListener('mousemove',ui.click.logv);
node.addEventListener(lib.config.pop_logv?'mousemove':'click',ui.click.logv);
node.addEventListener('mouseleave',ui.click.logvleave);
}
node.logvid=logvid;

View File

@ -3,7 +3,7 @@ window.noname_update={
update:'1.9.44.1',
changeLog:[
'bug修复',
'部分DIY比赛武将'
'部分DIY比赛武将(曹操,诸葛亮,王越,于吉,辛宪英,哀泣女妖)'
],
files:[
'game/game.js',
@ -19,7 +19,7 @@ window.noname_update={
// 'card/gwent.js',
'card/standard.js',
// 'character/*',
// 'character/hearth.js',
'character/hearth.js',
// 'character/gwent.js',
'character/diy.js',
'character/standard.js',

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